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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3638175 times)

CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #4710 on: September 17, 2009, 01:18:24 am »

Actually, that's what sparring is in the current version, pulling blows. IF you're good at your weapon, you're more likely to not hurt your partner, iirc.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #4711 on: September 17, 2009, 01:19:11 am »

Should probably add an "improvised weaponry" skill somewhere...

Toady mentioned this, way back when work on this release was just getting started:

Quote from: Toady One
For unarmed, the count is actually five (I hadn't included the unwieldy objects, a skill I haven't named but it seems there should be *something* for that).  Then there's wrestling, dodging, grasp strikes (needs name), stance strikes (needs name, probably kicking).

Not sure if anything happened with it, though.
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n2

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Re: Future of the Fortress: List of Remaining Items
« Reply #4712 on: September 17, 2009, 02:23:35 am »

Sorry if I'm asking something already answered; I wasn't keeping up with the forum and couldn't read all the 315 pages of this topic, but

Are we getting custom recipes for crafting buildings in this release?

Toady, if you are reading this:
It had been asked for a few times in suggestions and I'm sure it isn't really difficult to implement (esp. compared to all the new features you are adding in this release) to make all the production buildings work in a uniform way and have the same way of adding new recipes. I know you make the original features a higher priority than modding, but then again, you made modding possible in the first place; and it may also save you some work in the future if you are going to add more workshops.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #4713 on: September 17, 2009, 02:55:33 am »

Sorry if I'm asking something already answered; I wasn't keeping up with the forum and couldn't read all the 315 pages of this topic, but

Are we getting custom recipes for crafting buildings in this release?

Nope.  The closest we're getting is more flexible reactions that can be used at a total of 5 buildings now (instead of just the smelter).

It doesn't look like there's an entry for this in Eternal Suggestion Voting, so feel free to add one yourself and bump one of the related Suggestions threads (I made one such thread).  If the idea makes it into the top 10, it'll get special consideration for the releases to follow the upcoming one.
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4714 on: September 17, 2009, 08:42:46 am »

I think the top ten is a verbal shortcut, not a hard delimiter

Time Kitten

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Re: Future of the Fortress: List of Remaining Items
« Reply #4715 on: September 17, 2009, 11:49:11 am »

Ah, well, I just reallised we don't need to start dropping large populations of our own dwarves of bridges to train medic skills... if we just start with a proficient medic, they'll hold classes with whoever else you'll assign!
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Mephansteras

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Re: Future of the Fortress: List of Remaining Items
« Reply #4716 on: September 17, 2009, 11:55:50 am »

Yeah, I think I know what my trader's secondary occupation is going to be now.
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kiffer.geo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4717 on: September 17, 2009, 12:46:36 pm »

So what changes to starting builds are we talking about?
Remember to bring soap, cloth and thread for bandages, a good medic dwarf (there are several medical skills coming right?) with a good teaching skill?
Soap makers will become important.... and not just for making roads out of dragon tallow soap.
This is madness.
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #4718 on: September 17, 2009, 12:53:04 pm »

Well, we don't know exactly how much starting builds will change. The basics will still be there, a miner or two, a woodcutter/carpenter (or just carpenter on some maps), a mason, a mechanic, at least one farmer, and of course, a trader.

It may also be a good idea to give any soldiers you are bringing along some medical skill.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #4719 on: September 17, 2009, 01:29:36 pm »

Personally I prefer to have a healer/carpenter in my embark group.
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Grax

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Re: Future of the Fortress: List of Remaining Items
« Reply #4720 on: September 17, 2009, 01:37:38 pm »

Personally I prefer to have a healer/carpenter in my embark group.
That's wise decision. If he won't heal, he'll nail a coffer.
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4721 on: September 17, 2009, 01:45:13 pm »

I'd quite like it if non combat dwarves, when cornered, began to use improvised weapons.  And throwing.  The idea of a master carpenter, startled to see goblins suddenly enter his room, picking up some cups and hurling them is too good to miss ;D.
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IHateOutside

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Re: Future of the Fortress: List of Remaining Items
« Reply #4722 on: September 17, 2009, 01:50:28 pm »

dwarves calling for help. two dwarves hurling cups.
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kiffer.geo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4723 on: September 17, 2009, 03:06:00 pm »

Children should run away calling for help... Adults should cry for help and defend or run depending of personality, skill orders and risk. Military dwarfs should respond to crys for help from both...

Good:
Urist Soapwall cancels plant seed, defending child from horse.

Bad:
Broma Daggerknitting cancels bandage chest wound,  defending Urist Soapwall from horse.
Rimtar Glassjaws, Champion has bled to death.

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Exponent

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Re: Future of the Fortress: List of Remaining Items
« Reply #4724 on: September 17, 2009, 03:36:04 pm »

Ah, well, I just reallised we don't need to start dropping large populations of our own dwarves of bridges to train medic skills... if we just start with a proficient medic, they'll hold classes with whoever else you'll assign!

Training is only for military skills at the moment.  Training doctors is gonna be tricky:

Spoiler (click to show/hide)
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